I made a videogame! (demo v3 inside)

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Neon
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Post by Neon »

Sweet Cigs.

Made it to the 1st boss w/800k points before game over, only got 1 run in though. Have to go to class now but I'll play it more later.
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agony
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Post by agony »

The Download Link doesn`t work :/
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captain ahar
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Post by captain ahar »

great cigs, i'm happy the game is coming together. i'll give it a spin when i get home. :)
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cigsthecat
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Post by cigsthecat »

agony wrote:The Download Link doesn`t work :/
Someone at another forum mentioned this too. I've just downloaded it twice myself to make sure it works, maybe it went down at some point.

Let me know if anyone else can't download and I'll have to find another host I guess.
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MOSQUITO FIGHTER
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Post by MOSQUITO FIGHTER »

I liked the game also. Couldn't get the upper left diagonal movement to work. Some different explosion sounds would be nice. Great artwork.
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the2bears
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Post by the2bears »

This looks great, love the art style!

Bill
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chtimi-CLA
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Post by chtimi-CLA »

great patterns cigs, that's the fantasy zone boss music isn't it? and that game over tune i'm sure i know it too.
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FRO
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Post by FRO »

Man, this game is hard. Cool art. I like the Game Over screen - nice Contra sound byte ripoff. Where did that boss music come from? I know I've heard it in another game...
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cigsthecat
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Post by cigsthecat »

chtimi wrote:great patterns cigs, that's the fantasy zone boss music isn't it? and that game over tune i'm sure i know it too.
I believe it is Fantasy Zone. I didn't name the sound files carefully so I forgot what the BG music is, I think Megaman. Game over clip is indeed Contra.

Final update to the demo, new version has:

-smaller ship
-smallerhitbox
-smaller hitboxes for all bullets
-medals even easier to grab
-warning message before the part with the 6 spinners at once
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Neon
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Post by Neon »

Few things:

Hitting Enter's a bit irritating, should be like Mr. Driller PC, completely able to navigate with just the controller.

Also, unless there's something I haven't figured out, there's no reason to let go of the fire button (is there a rank system?)

Bugs:

Once when I died, my ship was invisible, and reappeared in the top of the screen, so I died again. After that, it was normal.

Once I restarted and the music played at half-speed.

edit: Another small criticism: Continuing doesn't reset score.

Not trying to rag on it, just trying to list small things that should be fixed. The game is very fun...I was able to download it earlier, now it's not working for the new version.

double edit: Sweet, just cleared it. Severely fucked up the easiest bits score wise though (much like my recent ddp clear...) 949,600
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cigsthecat
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Post by cigsthecat »

Neon wrote:Few things:

Hitting Enter's a bit irritating, should be like Mr. Driller PC, completely able to navigate with just the controller.

edit: Another small criticism: Continuing doesn't reset score.

Not trying to rag on it, just trying to list small things that should be fixed. The game is very fun...I was able to download it earlier, now it's not working for the new version.
Yeah, I'll put a start button on the controller at some point. There isn't any rank. When you continue 1 point is added to your score to reflect that.
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ptoing
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Post by ptoing »

Some nice improvements :D
Looking forward to see more.
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Nate
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Post by Nate »

That's a fun demo! Really like the Spumco style? Nobody's said anything about "load screen girl's" perfect mouth-fitters! Sweat!

When's it coming to the DC?

:)

-Nate
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Damocles
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Post by Damocles »

1,122,100 no-miss on the first run.

Very good stuff. Reminds me a lot of the later levels in Ultimate Stage...which is a good thing. Pretty damn good patterns and enemy placement. Methinks you put a lot of thought into that...there seems to be a flow throughout the entire stage.

-Can't say much about the hitbox, but it seems pretty good as-is. No times where I thought I should have bit it. Then again, I wasn't exactly expecting a sprite-sized hitbox.

-Medals are still a bit hit-or-miss. Dunno, but it seems like their errr.....hitbox(?), clipping (?) is quite a bit smaller than the actual sprite.

-Damn good intensity. Didn't feel at all like a first level. Felt like maybe the 4th or 5th in a quasi-manic shooter. If that is indeed the first level in the end, you're going to have a damn intense good shooter.

-Personally, I think the warning midway through the level is a nice idea. Though I think it would be out of place once bombs or some other device gets added.

Once again, damn good stuff.
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ahnslaught
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Post by ahnslaught »

Love the Contra music at the game over screen!

Pretty hard, and it does seem like your ship is a little underpowered; also, it's a little too fast for me, but great job overall!
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captain ahar
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Post by captain ahar »

while, i've only played v2, i talk about that:

first, i loved it. for it being so early, its a lot better than some final stuff i've played. couple things to consider though:

1) maybe putting a time out clock on the boss. its quite fun to play this "pacifist style" and go for 0 score, but this is impossible if you have to kill the boss to end the stage. also, should this be implemented, it would be cool for the boss to sort of "freak out" right before withdrawing... ya' know, add to the interest.

2) concerning the medals, is this basically the system you'll use, or will it be more complex in the final?

3) concerning the buzzing bonus, do you have any plans to include more blue shot in the actual level, so the system's presence is felt more?

4) how far down the screen can an enemy go, before they stop firing? it seems like, while dodging the wheels in particular, i got fired on a lot from below (the spreads get hard to dodge like this)

i had other things i wanted to say, but since yesterday you've already implemented the changes into v3. :)

also, unlike some people here, i thought it was a great candidate for the first stage. later on, you could just start mixing up the shot types more, and really play around with the medaling.

great work cigs, can't wait to see how the final turns out. :mrgreen:
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cigsthecat
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Post by cigsthecat »

captain ahar wrote:
1) maybe putting a time out clock on the boss. its quite fun to play this "pacifist style" and go for 0 score, but this is impossible if you have to kill the boss to end the stage. also, should this be implemented, it would be cool for the boss to sort of "freak out" right before withdrawing... ya' know, add to the interest.
It does time out after a while, but it just blows up. If you never shot and it didn't time out maybe the method I've used isn't always working. I will have it show signs of weakening, etc. before blowing up once I get further.

2) concerning the medals, is this basically the system you'll use, or will it be more complex in the final?
I really like medals, so they will be in it. There may be additions to the system though.
3) concerning the buzzing bonus, do you have any plans to include more blue shot in the actual level, so the system's presence is felt more?
My plans for the game are a system made up of many smaller scoring opportunites rather than one large gimmick that takes over the game. I plan to have one attack for each boss that will need to be buzzed correctly to get the best bonus. Probably various other locations in the later levels as well, but buzzing won't be the focus of the game.
4) how far down the screen can an enemy go, before they stop firing? it seems like, while dodging the wheels in particular, i got fired on a lot from below (the spreads get hard to dodge like this)
The wheels shoot until they destroy themselves after a certain amount of time. Currently I'm pretty happy with how it's working.
also, unlike some people here, i thought it was a great candidate for the first stage. later on, you could just start mixing up the shot types more, and really play around with the medaling.
My goal is to make a very difficult one round game. I also want a first stage that won't bore you to tears after many plays, I hate that. Obviously once I have a full set of stages I will be able to look at the difficulty/level designs as a whole and adjust things accordingly. Nothing is really set in stone at this point.
great work cigs, can't wait to see how the final turns out. :mrgreen:
Thanks!
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captain ahar
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Post by captain ahar »

cigsthecat wrote:
4) how far down the screen can an enemy go, before they stop firing? it seems like, while dodging the wheels in particular, i got fired on a lot from below (the spreads get hard to dodge like this)
The wheels shoot until they destroy themselves after a certain amount of time. Currently I'm pretty happy with how it's working.
actually, i think the wheels work fine. its the larger ship enemies that fire the arrow spreads (and carrow the 60k medals). if i don't destroy them before the wheels come on screen, their spreads make survival... touch and go.
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Dale
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Post by Dale »

Ghegs wrote:Can't get it to start, the game always crashes before the loading is complete:

Image

My laptop is far from a high-end machine, but it does run stuff like rRootage and Warning Forever good enough. Are there any special requirements?
Same damn thing happened to me what,s the prob.
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cigsthecat
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Post by cigsthecat »

From the Game Maker FAQ:
The program crashes near to the end of loading the game.
This is normally due to the fact that the sound card drivers for you sound card are not up to date. Try to get the most recent drivers. Also get the most recent graphics card drivers as these might also cause the problem.
Maybe look into this. I'm really not sure what could be causing this error. GM also needs DirectX version 8.0+.
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M0nk3y
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Post by M0nk3y »

Nice artwork. I really like this. Good job!
PC Engine Fan X!
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Is Project Dumf an acronym for something?...

Post by PC Engine Fan X! »

I downloaded the version 0.3 of Project Dumf and tried it out on Win98SE OS. Very cool art aesethics design.

Is it possible to give the enemies some extra animations for their weaponry to recoil from firing at the player's aircraft? (Would give your game an extra "polished" overall graphical style that reminds me of the cool little touches of functioning weaponry found on the enemy sprites in the original Jamma PCB version of Raiden II.)

And is the game title of "Project Dumf" an acronym for something else? (Please don't take offence at my suggestion that I typed in here -- the "Dumf" acronym to me sounds like it could mean "Damn u mother fucker"...hence the hard-ass gameplay on the Stage 1 demo which to encourage the player to do better the next time around. Practice makes perfect for 1CC Superplays on the Project Dumf shmup.) ^_~

And is it possible to play the "Project Dumf" shmup in Tate mode or is that not possible with the Game Maker program? (Would be cool to play "Project Dumf" as a version for PSP emulation or even as a DC shmup). What do you think, cigsthecat?

PC Engine Fan X! ^_~
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cigsthecat
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Re: Is Project Dumf an acronym for something?...

Post by cigsthecat »

PC Engine Fan X! wrote:
And is the game title of "Project Dumf" an acronym for something else?
No. I was at a diner once and "dumf" was the word of the day on their little calendar. It means "something of little or no importance."
And is it possible to play the "Project Dumf" shmup in Tate mode or is that not possible with the Game Maker program? (Would be cool to play "Project Dumf" as a version for PSP emulation or even as a DC shmup). What do you think, cigsthecat?
I think Tate will be possible, I am working on that.

Also, I plan to do lots of animation for this thing. It should look really cool at some point. I will wait to release another demo until there are at least 2 or 3 fully completed levels next time.
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Dylan1CC
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Post by Dylan1CC »

That looks nice, like Giga Wing meets Battle Garegga with a slight 'toon style. Will definitely be downloading this tomorrow night.
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shiftace
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Post by shiftace »

I played demo 3 a few times, it's fun. I dunno how nasty it was in versions 1-2, but I think it makes a nice first stage now. I got surprised a couple times by shots coming out from under explosions, but that could just be my fault. Also, nice colors.
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Balzac
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Post by Balzac »

Can anyone repost the demo? The first download link seems to be down.
Good luck or cry.
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PaCrappa
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Post by PaCrappa »

That looks keen cigs. I wanna try it but it's telling me that your account is suspended. Also, do I need to be running Windows to play? If so, I'll have to try it at Paleface's house or something.

Pa
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mrMagenta
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Post by mrMagenta »

ack. account suspended.
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cigsthecat
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Post by cigsthecat »

New file location.

Sorry about these retarded free file hosting things, but I don't want to kill my regular website bandwidth.
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crithit5000
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Post by crithit5000 »

Mirrored here.

I've got plenty of bandwidth and space to spare. If you make another update cigs, just PM or email me and I'll update it.
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now tighter than your sister
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